Posted: Tue Jan 25, 2022 4:44 pm Post subject:
Spinning Helicopter Rotors in TS
They're impossible. Right? Everyone knows that!
Okayyyy, so there are still a few issues and glitches to work out. They currently use vehicle behavior to achieve that, so they're not very helicopter-y.
But maybe, just maybe, it's a start.
It uses voxel frames, the same way you get "spinning" wheels on certain vehicles. But Type Aircraft doesn't seem to support multi-frame voxels currently?
Maybe someone has ideas to help take this further and finally get fully working helo rotors QUICK_EDIT
I don't think rotors were ever a problem on VehicleTypes. The problem is that you can't get them on AircraftTypes (and neither can you use SHP for AircraftTypes), and flying VehicleTypes have a lot of their own problems, which makes them unsuited for aircraft.
I'd suggest you use the JJ locomotor instead of the Flying locomotor. It's not flawless either (the units become immune while airborne), but it solves the shadow problem, iirc. QUICK_EDIT
I don't think rotors were ever a problem on VehicleTypes. The problem is that you can't get them on AircraftTypes (and neither can you use SHP for AircraftTypes), and flying VehicleTypes have a lot of their own problems, which makes them unsuited for aircraft.
I'd suggest you use the JJ locomotor instead of the Flying locomotor. It's not flawless either (the units become immune while airborne), but it solves the shadow problem, iirc.
Yeah. It's the aircrafttype thing that's the final issue to solve. But that's in the hardcoding, and not something I'm able to look into much right now I have a good static image that I use for a harpy with spinning rotors that actually looks decent.
Flying vehicle types do kinda work for some applications. There's a tag for IsVehicleTransport that only works on TypeVehicle (it's not currently in the client, I had to recompile mine to include it). However it means you can have a player-controlled, TypeVehicle dropship, that flies, and carries vehicles!
(edit: I solved the warfactory glitch on the dropships by making them unbuildable, and having the player call them in with a built flare, which the dropship then lands next to)
It was only because of me doing that that I started messing around with the same kinda stuff on the apache/harpy aha. All a very small part of a little project I'm working on currently, so I can't really spend much time looking into this further atm
thanks for the advice though! Last edited by Cycorix on Sat Feb 05, 2022 2:53 pm; edited 1 time in total QUICK_EDIT
I'd suggest you use the JJ locomotor instead of the Flying locomotor. It's not flawless either (the units become immune while airborne), but it solves the shadow problem, iirc.
Not entirely immune. Jumpjet VehicleTypes can be harmed by railguns (and possibly other AmbientDamage-dealing weapons, I can't remember for sure). _________________
Posted: Wed Feb 09, 2022 8:15 pm Post subject:
Re: Spinning Helicopter Rotors in TS
Cycorix wrote:
They're impossible. Right? Everyone knows that!
Okayyyy, so there are still a few issues and glitches to work out. They currently use vehicle behavior to achieve that, so they're not very helicopter-y.
But maybe, just maybe, it's a start.
It uses voxel frames, the same way you get "spinning" wheels on certain vehicles. But Type Aircraft doesn't seem to support multi-frame voxels currently?
Maybe someone has ideas to help take this further and finally get fully working helo rotors
Interestingly enough, aircraft animation logic was implemented in Yuri's Revenge (which is rather late for the whole TS's engine iteration), and is used only for the Soviet Spy Plane.
So, if it were possible to bring over the compiled bits from YR's exe over to TS's exe, that would make things work in this aspect. QUICK_EDIT
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